/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ModelingObjectsCreationAPI.h
The definition of a "mesh object" is implementation-specific.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Blueprintable) struct FCreateMeshObjectParams
TArray<TObject...
AssetMaterials
Optional Materials for a newly-created Mesh Asset, if this is applicable for the created mesh object
FString
BaseName
The base name of the new mesh object
bool
bEnableCollision
Collision settings, if applicable for the given mesh objectSpecify whether the new mesh object should have collision support/data
bool
bEnableNanite
Specify whether Nanite should be enabled on this new mesh object
bool
bEnableRaytracingSupport
Rendering Configuration Options, if this is applicable for the given mesh objectSpecify whether normals should be automatically recomputed for this new mesh object
bool
bEnableRecomputeNormals
Mesh Build Options, if this is applicable for the given mesh object (Currently somewhat specific to Assets in the Editor)Specify whether normals should be automatically recomputed for this new mesh object
bool
bEnableRecomputeTangents
Specify whether tangents should be automatically recomputed for this new mesh object
bool
bGenerateLightmapUVs
Specify whether to auto-generate Lightmap UVs (if applicable for the output mesh type)
TEnumAsByte< en...
CollisionMode
Which Collision mode to enable on the new mesh object, if supported
TOptional<UE::...
CollisionShapeSet
Collision Shapes
TOptional<UE::...
DynamicMesh
TArray<TObject...
Materials
Materials settingsMaterials for the new mesh object
TOptional<FMes...
MeshDescription
ECreateMeshObje...
MeshType
The Mesh Object should be created based on the mesh data structures below.
FMeshNaniteSett...
NaniteSettings
Specify the Nanite Settings for this new mesh object, only used if bEnableNanite=true
TObjectPtr<UPr...
SourceComponent
Base dataA Source Component the new mesh is based on, if such a Component exists
TObjectPtr<UWo...
TargetWorld
The World/Level the new mesh object should be created in (if known)
FTransform
Transform
The 3D local-to-world transform for the new mesh object
ECreateObjectTy...
TypeHint
A suggested type for the newly-created Mesh (possibly ignored)
TObjectPtr<UCl...
TypeHintClass
A suggestedUClasstype for the newly-created Object (possibly ignored)
int32
TypeHintExtended
An arbitrary integer that can be used to pass data to an API implementation